Another release (1.2.12) is now out with some useful additions, specifically synchronous game object transform operations and improved script properties.
Before we go into details, we would like to update you on our current situation.
We have had a fantastic opportunity to work in close collaboration with one of the mobile gaming industry's biggest studios.
We are both getting valuable insight into how they currently work, as well as important feedback regarding Defold.
The end result is that we can make sure Defold performs even better.
The drawback is that this has pushed our plans regarding the public release.
We apologize for the delays and that they are announced so late.
We hope that you can appreciate the long term benefits from this, which lead us closer to our goal of making Defold the best platform for 2D game development there is.
Regarding the public release, we have yet to decide how to move forward.
At the moment, we are planning something similar to how we handled the delayed beta stage
:subtitle: to keep releasing features (like packaging the game for release) without charging more than we currently do.
We want to make Defold much smoother to use before we go public.
This unfortunately means that we are not ready to open the doors yet.
If you are eager to start using Defold at this stage, there are two ways to get access.
Either you post in our forums and request someone of our very friendly users to invite you, or you make a private post to us including a brief explanation of why you want to use Defold.
Now, onwards with the new features.
We have extended the transform functions (go.get_position
, etc) to take an optional argument specifying which game object it should relate to.
This means that you can now synchronously both read and write the transforms of other game objects. Here is an example:
-- get the world position of game object "x"
local p = go.get_world_position("x")
We have extended script properties with two new features.
URLs does not need to be global, which means that you can more freely specify target game objects or components to manipulate.
There is also a browse button which lets you quickly select among the available URLs in your collection.
We have also added boolean as a type, which gives you neat check boxes in your game object and collection properties.
Improved Visualization Control
You can now select if outlines around objects and the background grid should be shown in the editor.
This applies to all views.
Moreover, you can select whether to show models and particlefx.
We have found a serious issue where we scaled both the applied impulses reported from contact points as well as the global impulse limit settings twice by the physics scaling.
This means that if you use either of them in your game, you need to multiply your limits by your scale once.
We apologize for this error in calculations and have added tests to make sure we don't make the same mistake again.
- Both atlas and GUI files now support jpeg images
- Fixed bug when synchronizing an added file that someone else already added
- GUI nodes without a texture were not visible on Windows and Linux
- The default animation of a sprite was incorrectly visualized in the scene editor
- Internal optimizations